AoeStats
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Pilgrims

509408985Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 69m 11s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇿 Poles · Czechia
1646
+15
🇨🇿 Britons · Czechia
1534
+20
🇨🇿 Chinese · Czechia
1453
+23
🇨🇿 Vietnamese · Czechia
1448
+23
🇬🇧 Malians · United Kingdom
1699
-23
🇺🇸 Hindustanis · United States
1628
-21
🇧🇪 Koreans · Belgium
1584
-19
🇹🇷 Bengalis · Türkiye
1553
-18
Player eAPM Actions Feudal Castle Imperial Opening
69 4,796 11:09 20:35 51:26 ⛏ Fish Boom into Fire Galleys FC
65 4,471 10:48 16:09 30:59 ⛏ Fish Boom into Fire Galleys FC
55 3,775 11:48 15:48 31:17 ⛏ Fish Boom FC
54 3,751 10:04 18:19 41:32 ⚔ Fish Boom into Archers
34 2,334 10:33 14:52 45:50 ⛏ Fish Boom FC
34 2,328 10:28 15:46 38:14 ⛏ Fish Boom FC
30 2,084 10:08 16:23 28:45 ⛏ Fish Boom FC
27 1,867 10:50 14:47 48:37 ⛏ Fish Boom into Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
74,740 42,316 23,265 5,065 145,386 154,313
41,850 73,924 18,810 1,650 136,234 145,315
44,795 40,280 19,955 5,105 110,135 116,773
31,210 48,716 19,205 5,255 104,386 122,681
45,065 24,924 9,155 6,815 85,959 91,620
21,200 34,165 19,265 2,235 76,865 82,854
37,660 19,294 14,045 2,650 73,649 91,725
15,635 19,539 6,790 5,240 47,204 58,137
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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